12,611 Commits over 3,897 Days - 0.13cph!
RustNative update (alt forest type now uses forest splat instead of grass splat, as requested by Damian)
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Fixed "generate textures" being an order of magnitude slower than it needs to be
Support to use different Unity versions for Mac and Win builds
Fixed build exception when ItemDefinition.shortname is null in ItemManager.Initialize (this exception appears to cause a full editor crash on 2019.4.23?)
Disabled incremental garbage collector on macOS again
Applying MergeFromMain_2021_04_06
Restoring stables_a and stables_b prefab moves
Merge from main (keeping prefab changes from HDRP branch where we had conflicts, except for: tabledoorPOKER.prefab, tabledoorPOKERClear.prefab and fridge.prefab which only had shadow proxy changes on HDRP branch, and gameplay changes on main branch)
Merge preparations, second attempt
Updated terrain anchors of the satellite dish, sphere tank and sewer branch monuments
Monuments now try to maximize the distance between themselves and monuments of other monument types (instead of only doing that for monuments of the same type)
Updated CraggyIsland "Alistairs Rock" with a custom collision mesh that has mesh metrics of 1 (test to see if that fixes the collision issues)
Procedural and community maps are now allowed to use 4k heightmaps
TerrainHeightMap.GetHeight01 is more accurate on meshes that were added to the height map via AddToHeightMap (but unfortunately slightly less accurate for the actual terrain mesh)
Better terrain normal calculation
Explicitly assigning bundle to all the cliff / rock collider meshes
Import options for cliffs colliders: normals set to import
Enabled AddToHeightMap.DestroyGameObject on the cliff heightmap proxy colliders
Cleaned up fake Steam ID toggle menu item
Added "Debug/Sticky Gizmos" toggle to globally toggle sticky gizmos
Added DestroyGameObject checkbox to AddToHeightMap (to remove proxy meshes after placement)
Fixed cliffs not spawning on steep terrain next to rivers / roads
Removed GenerateCliffSplat since it overwrites the artist-managed cliff splat adjustments
Better terrain normal map around cliffs, part 2
Better terrain normal map around cliffs (probably)
Better GenerateCliffTopology
Updated "World Setup" prefab to better handle cliff topology & splat
RustNative update (got rid of cliff / rock splat in splat map first pass)
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Fixed missing cliff / building topology filter on lots of the new foliage for the procedural map
Added support for tunnel entrances inside monuments
No longer spawn tunnel entrances next to monuments that already have a tunnel entrance
RustNative update (HDRP backport terrain heightmap baseline to fix coastal cliff and beach spawn issues while attempting to roughly maintain current inland heightmap)
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ProceduralMapEmpty test scene for just the heightmaps
Enabling incremental GC on macOS as a test (checking if 2019.4.22 fixed it)
Fixed "no IPV6 support" when connecting using localhost
Unity 2019.4.22f1
Re-enabled graphics jobs on macOS (test)
Disable aurora, rainbow and lightning effects when inside train tunnels
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Fixed "LODS aren't updating during elevator rides if the player doesn't move with WASD"
Fixed TerrainPath.DungeonRoot not being set when the map is loaded from cache (blind commit since Unity is stuck on startup)
Completely disable rain / snow particle effects inside train tunnel environment volumes